Lore
Welcome, Captain
You command a ship on an open frontier - a galaxy you explore one jump at a time, the same seed always regenerating the same stars.
The Frontier
Engage the jump drive on the Navigation console to travel between systems. Each is a pure function of the universe seed: revisit one and it is unchanged. Sides hold territory, traders run lanes, raiders prowl the dark.
How the galaxy sees you
The galaxy reacts to who you are, not to a scripted hero. Every side keeps a read on your conduct across seven spectrums - honest/liar, fearsome/cowardly, and so on. Do a side's work and it warms to you; cross it and it remembers.
The Sides
Six powers divide the frontier. Two are foes by default; the rest are negotiable.
Iron Concord
Disciplined and territorial military. Respects strength and straight dealing - honor a deal and the Concord remembers, break one and they remember longer.
Verdant Pact
Green-world traders and farmers. Quick to deal, slow to fight; pay them in kindness and they pay you back in goods.
Free Holders
Independent settlers scratching a living from the drift. Self-reliant and plain- spoken; they value a captain who gets things done.
Mercury Guild
Brokers of muscle and cargo - loyal to the contract, not the cause. Coin and a fearsome reputation open their doors.
Ashfang Raiders
Opportunist pirates who prey on the lanes. They respect violence and despise the weak; only the dangerous bargain with them. Captain Vex Karr, the Ash-Captain, runs the Ashfang home in the Ashen Reach and collects grudges like trophies.
Hollow Choir
A secretive cult chasing forbidden knowledge in the deep dark. Honeyed words hide sharp intent; trust them at your peril.
Reputation & Diplomacy
Reputation is per-captain - it follows you across ships. Diplomacy is side-wide - whether your fleets are at war. They interact: earn a foe side's respect and you can buy a ceasefire, or in time an alliance.
Standing
A side's standing with you is your reputation weighted by what that side values. High standing unlocks better jobs and cheaper ceasefires; low standing with a side's captains can turn them into personal rivals.
The Regions
The frontier is not uniform. Named regions carry their own character - and their own dangers.
The Ashen Reach
Ashfang raider country off the system (8, -5). A warzone: enemy systems crowd the lanes and mines lace the dark. Red skies, worse intentions.
The Verdant Belt
The Verdant Pact's trade lanes around (-5, 3). A haven: no raiders, ports everywhere. Calm, open, prosperous.